Sons of Behemat – Warstomper Mega-Gargant
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Warstomper Mega-Gargant

The veteran warmongers of the gargant race seek out the thrill and clangour of battle wherever they can find it. They love smashing battlelines into disarray, and once they are in the thick of the fight, their rampage is all but impossible to stop.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Death Grip
Death Grip3"13+2+-3D6
Jump Up and Down
Jump Up and Down3"43+3+-2D3
Titanic Boulderclub
Titanic Boulderclub3"3+3+-22
DAMAGE
Wounds SufferedMoveTitanic BoulderclubHurled Body
0-1210"+4+2
13-189"+3+1
19-248"+20
25-307"+1-1
31+6"0-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 470
Battlefield Role: Battleline, Leader, Behemoth
Base size: 130mm
Notes: Single

DESCRIPTION

A Warstomper Mega-Gargant is a single model armed with a Death Grip, Jump Up and Down and Titanic Boulderclub.

ABILITIES

Almighty Jump: A Mega-Gargant’s massive, stomping feet are devastating against smaller opponents.
You can re-roll hit rolls of 1 for Jump Up and Down attacks unless the target is a MONSTER.

Crushing Charge: When a Mega-Gargant charges, its incredible bulk flattens any foe that fails to get out of the way.
After this model makes a charge move, roll a dice for each enemy unit within 1" of this model. On a 2+, that unit suffers D3 mortal wounds if it is a MONSTER, or D6 mortal wounds if it is not a MONSTER.

Death Grip: Mega-Gargants are perfectly capable of squeezing the life out of even the largest opponent.
You can re-roll hit rolls of 1 for Death Grip attacks that target a MONSTER.

Hurled Body: Warstomper Mega-Gargants wade into the thick of battle, and will pick up smaller opponents to hurl at other enemies.
Once per combat phase, you can pick 1 enemy model within 3" of this model and roll a dice. Add the Hurled Body modifier shown on this model’s damage table to the roll. If the roll is at least double that enemy model’s Wounds characteristic, it is slain and you can roll another dice. On a 4+, you can pick an enemy unit within 12" of this model and visible to it. That unit suffers a number of mortal wounds equal to the Wounds characteristic of the slain model.

Longshanks: A Mega-Gargant towers high above the battlefield, and with its long powerful legs it can step over most obstacles.
When this unit makes a normal move, run or retreat, it can ignore other models and terrain features when you trace the path of its move across the battlefield, but it cannot finish that move within 3" of an enemy unit.

Son of Behemat: The Sons of Behemat are nearly as difficult to kill as their mighty progenitor.
If a spell or ability would slay this model without any wounds or mortal wounds being inflicted by the spell or ability, this model suffers D6 mortal wounds instead.

Terror: This terrifying monstrosity strikes fear into the hearts of its foes.
Subtract 1 from the Bravery characteristic of enemy units if they are within 3" of any friendly units with this ability.

Timberrrrr!: A dying Mega-Gargant is a weapon of ruin in its own right, though it is anyone’s guess where – and on whom – their body falls.
If this model is slain, before removing the model from the battlefield, the players must roll off. The winner must pick a point on the battlefield 5" from this model. Each unit within 3" of that point suffers D3 mortal wounds unless it is a MEGA-GARGANT. This model is then removed from the battlefield.

Titanic Boulderclub: A Warstomper Mega- Gargant will drive straight into the midst of the foe, swinging their titanic boulderclub in great sweeping arcs that smash foes in all directions.
The Attacks characteristic of a Titanic Boulderclub is equal to the number of enemy models within 3" of the attacking model. Add the Titanic Boulderclub value on the attacking model’s damage table to the total, and add 4 to the total for each enemy MONSTER within 3" of the attacking model. If the modified Attacks characteristic of the Titanic Boulderclub is less than 1, count it as being 1, and if the modified Attacks characteristic of the Titanic Boulderclub is more than 10, count it as being 10.

KEYWORDS
DESTRUCTION, SONS OF BEHEMAT, GARGANT, MEGA-GARGANT, MONSTER, HERO, WARSTOMPER
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Battleline, Leader, Behemoth
Behemoth

The DESTRUCTION keyword is used in the following Sons of Behemat warscrolls:

None
Battleline
Leader
Battleline, Leader, Behemoth
Leader, Behemoth
Behemoth

The SONS OF BEHEMAT keyword is used in the following Sons of Behemat warscrolls:

Battleline
Battleline, Leader, Behemoth
Behemoth

The GARGANT keyword is used in the following Sons of Behemat warscrolls:

Battleline
Battleline, Leader, Behemoth
Behemoth

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Battleline, Leader, Behemoth
Behemoth

The MONSTER keyword is used in the following Sons of Behemat warscrolls:

Battleline
Battleline, Leader, Behemoth
Leader, Behemoth
Behemoth
• Merwyrm

The HERO keyword is used in the following Sons of Behemat warscrolls:

Leader
Battleline, Leader, Behemoth
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021